[T2Di 1.3 - Resolved] Blank screens
by Christopher Nawrot · in iTorque 2D · 01/07/2010 (12:14 pm) · 9 replies
In the non-beta release of Torque 2D for the iPhone 1.3 for Mac OS X, all projects that I create result in blank screens. Running the game from the editor and building a game on the iPhone simulator both show black screens despite objects being in the game.
About the author
#2
I've also tried to use the sky sprite from the example iPhoneShooter game.
Everything seems to result in a blank screen.
01/07/2010 (1:45 pm)
This happens for all of my PNGs in power-of-2 dimensions. I've only tried full and cell modes. I've also tried to use the sky sprite from the example iPhoneShooter game.
Everything seems to result in a blank screen.
#3
01/07/2010 (1:53 pm)
Debug boxes also aren't drawn for my t2dImages during runtime
#4
My guess is that they are not created / moved at all to where you expect them to be.
But guessing helps rarely, so: did you check the console?
Especially did you create the required per-level datablocks in game/data/levels/datablocks ? This is required for the player (TGBGame in the project folder, as well as the iphone runtime) to have any resources present at all (for more information see the iphone documentation pdfs). Per 1.3 its no longer a user created resource that can be used, but enforced standard, the resources.cs file is not loaded in the player.
01/07/2010 (2:17 pm)
I think if you post T2Di problems on the T2Di boards instead of TGB you will get more users to join in with ideas on the issues.My guess is that they are not created / moved at all to where you expect them to be.
But guessing helps rarely, so: did you check the console?
Especially did you create the required per-level datablocks in game/data/levels/datablocks ? This is required for the player (TGBGame in the project folder, as well as the iphone runtime) to have any resources present at all (for more information see the iphone documentation pdfs). Per 1.3 its no longer a user created resource that can be used, but enforced standard, the resources.cs file is not loaded in the player.
#5
01/07/2010 (2:20 pm)
That must be the problem, thanks.
#6
01/07/2010 (2:58 pm)
Moved to T2D iPhone forums.
#7
Wait, so if I'm reading this right, every time we add a image in the actual game editor, we have to add it manually to our own datablock.cs for each level? I just checked out the iphone doc pdf, and took a look in the /levels folder and it looks like thats the case...
It would be nice if this was a optional feature, or if there was a feature in the editor that filled the particular levels datablock.cs for you.
04/02/2010 (9:24 pm)
I'm having the same problem with none of my sprites showing up when I run the game.Wait, so if I'm reading this right, every time we add a image in the actual game editor, we have to add it manually to our own datablock.cs for each level? I just checked out the iphone doc pdf, and took a look in the /levels folder and it looks like thats the case...
It would be nice if this was a optional feature, or if there was a feature in the editor that filled the particular levels datablock.cs for you.
#8
05/11/2010 (10:17 pm)
same problem here..so, i need change the datablock.cs?? Please help.
#9
Everything that you add inside the editor automatically gets copied inside the managed datablocks file:
projectFiles\game\managed\datablocks.cs
However, when the game runs, the datablocks file that it used in the running game is taken from the file:
projectFiles\game\data\levels\datablocks\levelName_datablocks.t2d"
where "levelName" is whatever you specified when you saved that level (scene).
Initially you'll find that the "levelName_datablocks.t2d" file is empty, which is why you don't see anything when you run the game.
What you need to do is a copy and paste from the managed file to the level file, and it will then load all of the datablocks that you pasted over.
05/11/2010 (10:33 pm)
Yes, you need to manually copy whatever data blocks you want in a particular level. This is actually a good thing, as it allows you to limit the data blocks that get loaded in each level, which helps to reduce memory usage, and make the game run faster. Everything that you add inside the editor automatically gets copied inside the managed datablocks file:
projectFiles\game\managed\datablocks.cs
However, when the game runs, the datablocks file that it used in the running game is taken from the file:
projectFiles\game\data\levels\datablocks\levelName_datablocks.t2d"
where "levelName" is whatever you specified when you saved that level (scene).
Initially you'll find that the "levelName_datablocks.t2d" file is empty, which is why you don't see anything when you run the game.
What you need to do is a copy and paste from the managed file to the level file, and it will then load all of the datablocks that you pasted over.
Employee Michael Perry
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Image format? (png, jpg, or PVR?)
Image dimensions?
t2dImage type? (full, cell, linked?)